Suppress the error sound effect during key repeats#53
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BenHetherington wants to merge 4 commits intoOffBroadway:custom-loader-menufrom
Open
Suppress the error sound effect during key repeats#53BenHetherington wants to merge 4 commits intoOffBroadway:custom-loader-menufrom
BenHetherington wants to merge 4 commits intoOffBroadway:custom-loader-menufrom
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The stock memory card menu only plays the error sound effect when a new input is made, not repeatedly while a button is just held down. This updates the game selection menu code to match this behaviour.
Very minor detail, but in the memory card menu, if you make a diagonal movement, the sound effect that will play will correspond to the horizontal movement (so a failed up and successful right will play ‘move’, and a successful up and a failed right will play ‘error’). This replicates this detail by processing vertical input first, followed by horizontal movement.
trevor403
reviewed
Jun 1, 2025
patches/linker/link_ntsc11.ld
Outdated
| ntsc11_EXIImm = 0x8135a774; | ||
| ntsc11_EXIImmEx = 0x8135a9d0; | ||
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| ntsc11_is_key_repeat = 0x81481460; |
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It looks like other functions are calling a get wrapper for this global ala NTSC11 0x81302de0
But I think looking at the variable directly is fine
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Oh whoops, you're right, not sure how I missed that 🤦 Either approach is fine by me, though using the function would make it impossible to accidentally modify it. If we're not worried though I'll leave it as-is 🙂
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I ended up just going ahead and updating this to use the getter, seeing as I was updating other outstanding reviews anyway!
May as well do this the same way as the original code did. As a nice plus, this means we can’t accidentally set this.
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The stock memory card menu only plays the error sound effect when a new input is made, not repeatedly while a button is just held down. This updates the game selection menu code to match this behaviour.
Additionally, this replicates another detail from the memory card menu: if you make a diagonal movement, the sound effect that will play will correspond to the horizontal movement (so a failed up and successful right will play ‘move’, and a successful up and a failed right will play ‘error’).
I've only been able to test this on PAL 1.0, so please do test on other versions before merging!